var myvalue = mydictionnary[key];
can you feel my greedy fingers mattress ?I got the dictionary pull and string creation for the db entry worked out with the foreach statement in my last post. Should have a fully working solution in a couple days. Not all fields in a dataquest must be filled out so I don't have to validate every entry, I will set it up to return a message if the mandatory fields are blank and hold at the current step. Once it's working properly, the folks that have been making quests recently should test it since they are more familiar with the structure. Going to pretty it up also and set the proper tab order.
Graveen wrote:If you can't see the problem, then this is the problem
Graveen wrote:If you can't see the problem, then this is the problem
byte steptype = (byte)(eStepType.SelectedIndex);
steptype_dictionary.Add(stepNum, steptype);
public enum eStepType : byte
{
Kill = 0, // Kill the target to advance the quest
KillFinish = 1, // Killing the target finishes the quest and gives the reward
Deliver = 2, // Deliver an item to the target to advance the quest
DeliverFinish = 3, // Deliver an item to the target to finish the quest
Interact = 4, // Interact with the target to advance the step
InteractFinish = 5, // Interact with the target to finish the quest. This is required to end a RewardQuest
Whisper = 6, // Whisper to the target to advance the quest
WhisperFinish = 7, // Whisper to the target to finish the quest
Search = 8, // Search in a specified location
SearchFinish = 9, // Search in a specified location to finish the quest
Collect = 10, // Player must give the target an item to advance the step
CollectFinish = 11, // Player must give the target an item to finish the quest
Unknown = 255
}
var convertedEnum = Enum.GetName(typeof(eStepType), 11);
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